NOT MORE FORMS TO FILL OUT!
3.5 Character Sheet
Don't panic! It's not as extensive as filling in tax or application forms, it may look daunting now but it's pretty easy. I'll give you a quick step by step guide about how to do it!
1.) Firstly, choose your class
you want to play as. All the details should be inside the Player's Guide
. Usually a beginner class is the fighter, because all the fighter class does is use weapons to slay the enemy, along side some combat feats. Along side this, choose your race to be. Elves are generally good as wizards and dwarves are good as fighters.
2.) Let's roll some dice
! As it says in the Player's Guide
roll 4d6 (4 lots of 6 sided dice)
and write each number down individually on a piece of paper. Then erase the lowest number and total the amount. Do this for 6 times in total, writing the sum on the other side of the page.
3.) Look at your numbers...it's a good idea to get at least an 18 in there, also ensure there are one or two moderate numbers (between 14-17) and all the numbers are over 10. If you're not happy, repeat step 2...but ask the Dungeon Master if you can only reroll a certain amount of times (I only allocate two sets of rerolls, and the player is able to choose the best).
4.) Allocate your points to your attributes, read what each attribute does again in the Player's Guide
if you forget. Assign the highest value to your primary stat, for example intelligence is the primary stat for wizards and strength is the primary stat for fighters. Then assign your stats however you like, but I would recommend having a high consitution so you can have alot of health. Remember, if you chose certain races, such as the dwarf, you will have to edit your attributes (+2 strength, -2 charisma). Fill in the ability modifiers next to it, these are important!
5.) Choose your skills
, there are no such thing as "pointless skills" because the DM should take note of your skills and see how he can incorporate them into the adventure. Remember only a max of 4 points can go into each skill. A cross-class skill needs 2 points to increase by one rank and can only be maximum of the 2nd rank at the first level. Also, add the relevant attribute modifier to each skill.
6.) Choose your feats
, remember certain feats can only be chosen from the first level!
7.) Choose your equipment...if you want to be quick just scribble down the equipment your class comes with. Any weapons should be written down in "attack" and armour should be written in "Gear".
--The attack bonus for a melee (swords, axes and starves) is: your base attack bonus + strength modifier + any enchantments on the weapon (most likely not). For melee damage, it is represented by a dice
(for example, a longsword is d8) and add your strength modifier.
--For a ranged weapon (Bows, slings and crossbows) the attack bonus is: your base attack bonus + dexterity modifier + any enchantments on the weapon. The damage should be represented by a die as well, but no additional damage is dealt (unless it is a composite longbow...but you won't come across them until later on).
8.) Now to fill in some of those tiny boxes scattered everywhere.
--HP (Hit points) - Filled in by finding the class in the Player's guide and looking at the "Hit dice", take that number and add your ability modifier for your consitution. This is your total health for your first level. For example, a barbarian has hit dice 12 (d12)
and a consitution modifier of +3, so 12 + 3 = 15. The barbarian has a total of 15 health points on his first level (lucky barbarian!).
--Speed is how far you can move per turn, however some equipment hinders movement and decreases speed. The equipment page will show how fast a character can move with armour on. If your character is wearing just clothes or robes, then find the speed under the details about the race you choose.
--Armour class is worked out with a base score of 10, add the bonuses from armour (shields and chest), size (only applies to halflings in some cases) and dexterity modifier. But watch out, remember that some armour decreases your dexterity modifier (usually displayed as "Max dexterity bonus: +x").
--Touch Armour Class is 10 + dexterity modifier.
--Flat-footed is 10 + Armour class.
--Initiative is your dexterity modifier.
--Saving throws: Look up your class in the Player's Guide, find out the base throws for each saving throw then add the corisponding modifier. Fortitude adds consitution, Reflex adds dexterity and Will adds wisdom.
--Base attack bonus: Can be found in the Player's Guide.
--Grapple is worked out by your base attack bonus plus your strength modifier.
9.) For spellcasters, scribble down (in pencil) what spells
have been learnt. On a seperate piece of paper, write down the prepared spells...or the spells you want to cast in the adventure. Information about spells per day and how many spells can be learnt...yes you guessed it, it's in the Player's Guide. Those who are clerics, make sure you read up about deities and domains, as this can influence what spells you know.
10.) Nearly there! Just choose a name, age, size, gender, height, hair and eye colour, alignment.
11.) FINISHED! Finally can put me feet up...oh wait isn't there an adventure I need to get to...?
Great, so you've finished filling in your character sheet, it can sometimes take a good hour to do this but at least it contains all the details you'll ever need. However, you may want to flesh out your character a bit, give him or her a brief story or describe how the character looks. Yes, I have actually written a guide for that too: Adding flesh to the bones